SpaghettiGoat
- nitromegamer
- nitromegamer
- America/New_York
- Yes
- No
Imagine a block with a fence post on top of it. Next to that block, it drops off. (i.e. It's a ledge.) Now imagine sneaking/crouching on the edge of that block, next to the fence post. Suddenly, your motion becomes jerky. It's like after you move a little bit, you suddenly teleport back to where you started, so if you just keep the key pressed down it's like you're going back and forth. You may even suddenly fall off the block.
This has happened for a long time, but I only just now thought to post about it.
Here is a video of the bug, which unfortunately came out with extremely low FPS. You can kind of see, though, how the player jerks around. It's sort of like after moving a little bit, the player gets teleported back to the position where they started, making an endless back-and-forth loop, unless the player suddenly falls off, which may also sometimes happen.
This is the kind of block that you glitch out on. Just any block with a fence on it.
LShift+B seems to trigger narrator just like control+B, and it happens while typing on a sign. Writing a capital B on a sign (usingLShift) triggers narrator.Note that I am on a Mac, where
Command+B also activates narrator in addition to ctrl+B andLShift+B.Shift+B (both shifts) seems to trigger narrator just like ctrl+B, and it happens while typing on a sign. Writing a capital B on a sign (using shift) triggers narrator.
Note that I am on a Mac, where command+B also activates narrator in addition to ctrl+B and shift+B.
Shift+B (both shifts) seems to trigger narrator just like ctrl+B, and it happens while typing on a sign. Writing a capital B on a sign (using shift)triggers narrator.
Note that I am on a Mac, where command+B alsoactivatesnarratorin addition to ctrl+B and shift+B.Writing a letter B on a sign, whether uppercase or lowercase, triggers narrator.
I previously thought this was only typing a capital B using shift, but then I discovered that typing B on a sign at all activated narrator.
Mac OS X El Capitan, Recently updated Java
Narrator Activates/DeactivatesWhen TypingCapital Bon a SignNarrator Activates When Typing "B" on a Sign
Mac OS X El Capitan,
Recently updated JavaMac OS X El Capitan, Java 7 Update 9
Mac OS X El Capitan, Java 7 Update 9
I tried this on Windows and it did not happen, so it seems to be Mac-specific.
Narrator Activates When Typing "B"on aSignNarrator Activates When Typing "B" in Sign Interface (on Mac)
Mac OS X El Capitan, Java 7 Update 9
I tried this on Windows and it did not happen, so it seems to be Mac-specific.
x10A94 over on #mcdevs experienced a similar issue (albeit with a modded setup, when writing a proxy server). This ended up being this issue, and while we did not find an exact set of steps to reproduce on vanilla, we did find a way to consistently cause it in a modded case. The specific information is in logs #177 (starting at 2019-03-09 22:50:48) and #178.
This bug is a continuation of MC-11834, as it now behaves after 16w32a (the first 1.11 snapshot). Where before, "Item entity #### has no item" would have been logged, now the item is removed. This happens both clientside and serverside.
public void tick() { if (this.getItem().isEmpty()) { this.remove(); } else { // actual tick } }
I think the intent of this code is partially to reject invalid items (but the same thing exists in the NBT loading code...). However, this can also be hit if the item is ticked after it has spawned, but before the associated metadata has been sent. For whatever reason, the spawn object packet does not include entity metadata in it, despite the fact that the spawn mob packet does. This means that, to properly spawn an item entity, the game must first send a spawn object packet, and then immediately after that send an entity metadata packet to actually set the item.
However, if the metadata packet hasn't arrived yet, the item is initially empty. Before, this would have led to the item rendering as stone and the log receiving 1 message each time the item renders (I think, might be each time it ticks), since the game detected the empty case within getItem and returned stone explicitly (the same check to remove items actually existed then, but it would never trigger because of stone). Now, the item is just removed.
How can you actually get the spawn object packet without the metadata packet, given that they're always sent one after the other? Simple – latency or delay in processing! If one packet is sent over the network completely, but then you get some lag and the other one takes a little while to arrive, they'll still arrive in order... but there's enough time for the client to tick after the spawn packet is received but before the metadata one happens. It's a fairly simple race condition. This can be forced by manually adding some extra delay to the entity metadata packet (e.g. a Thread.sleep(200) call in SPacketEntityMetadata.processPacket), and it was confirmed that this could be reproduced consistently in the case of the proxy if the packet is always delayed. However, without such modifications, it's completely up to lag whether or not it will happen and it's likely to be very rare except for on a very bad connection. (The proxy case had it happen more frequently due to buffering, but that's out of scope).
The pickup animation
There is one other weirdness: the item pickup animation actually still works! This can be seen in a video (recorded with the proxy) at around 15 seconds in. Note that for normal drops, the "All" value on F3 goes to 4 and then back to 3 when it's collected (and P is 1 in the collect animation), but for the missing item, All does not change while P still does. To understand why this is weird, recall that the collect item packet uses entity IDs; it doesn't send a complete copy of the item but instead assumes that the client already has a reference to the item. Also note that internally, the item pickup animation is a particle, hence the P value.
What's happening there is that the item's own call to remove doesn't fully remove it. It instead sets the removed flag to true, which is processed in World.tickEntities:
public void tickEntities() { // ... all sorts of stuff ... this.profiler.endStartSection("regular"); for (int i1 = 0; i1 < this.loadedEntityList.size(); ++i1) { Entity entity2 = this.loadedEntityList.get(i1); // ... ticking and riding stuff this.profiler.startSection("remove"); if (entity2.removed) { int l1 = entity2.chunkCoordX; int i2 = entity2.chunkCoordZ; if (entity2.addedToChunk && this.isChunkLoaded(l1, i2, true)) { this.getChunk(l1, i2).removeEntity(entity2); } this.loadedEntityList.remove(i1--); this.onEntityRemoved(entity2); } this.profiler.endSection(); } // ... all sorts of stuff ... }
This includes a call to onEntityRemoved, which for WorldClient is this:
protected void onEntityRemoved(Entity entityIn) { super.onEntityRemoved(entityIn); // Responsible for notifying IWorldEventListener instances if (this.entityList.contains(entityIn)) { if (entityIn.isAlive()) { // i.e. !entityIn.removed this.entitySpawnQueue.add(entityIn); // This seems odd, but it won't apply here so pretend it doesn't exist } else { this.entityList.remove(entityIn); } } }
This removes the item from WorldClient.entityList (appears in crash reports as "Forced entities", at least until 1.14) and World.loadedEntityList (which controls the All value in F3), and also the chunk. However, it doesn't touch World.entitiesById, and that's what the collect item effect uses. The fact that an entity can be left in one of these collections seems a bit broken (it's a bit of a memory leak if it could happen in actual cases) but I'm not sure what really should be done about it or if other things are affected. I also don't know if that leak still exists in 1.14; I've seen that the entity lists are different.
Fix and a bit more history
The fix is rather simple: just include entity metadata in the spawn object packet, like with spawn mob. This would make it impossible for the entity to exist before the metadata has been received (if something breaks up in the middle of the packet, the game will wait for the full packet to be received). Given that 1.14 already did some cleanup of the spawn object packet, it would make sense to clean up more of the weirdness here.
Funilly enough, this wasn't an issue in the distant past; there originally was a distinct spawn dropped item packet that included the item in it. This was changed to entity metadata circa 1.4.6 (actually 12w50a), presumably so that information about the item could be changed after it was spawned (e.g. MC-1347). This was also when the "Item entity #### has no item?!" logging and returning of stone were added, as well as the remove check that wouldn't have been – my guess is that empty items would rarely cause crashes before those checks were added and the checks were added to attempt to sidestep things that were hard to reproduce.
SpaghettiGoat, the issue you're experiencing is presumably something else – possibly MC-90683 but I'm not 100% sure.













I've been experiencing an issue of chunks resetting for a long time now. I hardly use snapshots, but it could have been some times that I did, I don't know for sure. I do know, however, that it has never had anything to do with cats. The first time I had this happen to me was probably around 2012. The very first Minecraft world I ever created, which was March 2011, had multiple incidents of chunks randomly being reset. I made several mines, and after I stopped playing the world for a while and came back, one of the mines, a spiral mineshaft down to a small room at bedrock level, was completely gone. I'm not even sure it was a very different game version; the terrain wasn't different, it was a completely flawless reset. I tried accessing the mine from an old underground shaft, but the shaft dead-ended instead. I later found that another whole area I had built on was reset. I have occasionally checked on the world,
and now it is almost completely unidentifiable as the original world. Almost everything has been reset and changed. I can't even find my first house anymore.Nevermind I found it! But there's still parts of the world that were reset.Kumasasa -
I attached a photo showing the type of block (it happens with any block like this, with a fence post on it) and a video of me reproducing the bug, which unfortunately came out with a low FPS and my be hard to understand. However, it should still help you reproduce the bug.
I'm confused, I don't understand how this is a duplicate of those issues. My issue is that when I am in the interface for writing a sign, if I type B on the sign then narrator triggers. So if I place a sign in Minecraft and write "Black bugs blood" on the sign, the narrator hotkey will trigger three times even if I'm not pressing control or command. It seems to be specifically an issue with the sign's interface not being able to override the hotkey. I don't have this issue when typing B into the normal chat interface.
I didn't have any other symptoms of the stuck keys issue. Backspace didn't delete whole words. No other hotkeys got triggered inexplicably. It doesn't seem like the same problem.
I feel like this issue wasn't considered very closely before being labeled as resolved. It is completely different from the other issues that this was marked as a duplicate of.
It doesn't seem to be happening every time, so I'm thinking now that it probably does have to do with the stuck key issue. It's still strange that it happens on a sign interface but not in the chat interface though.
I have been experiencing this issue for a while, and still am, in Minecraft 1.12. I am trying to farm dark oak, collecting every sapling possible and making sure leaves don't grow together, at a loss. I run out of saplings. Each tree only seems to be dropping two or three.
Since it was mentioned earlier that there isn't a difference in the drop rate of saplings, I do see a difference in the number of leaves on the tree. Looking at them, it does seem that dark oak trees have fewer leaves than other trees that grow with four saplings.
This issue should be reopened, because I am still experiencing it which means it is still an issue that exists in the game.
These glass panes and torch flames are rendering over the effect particles. Also note the bottoms of the panes rendering erroneously.
Java 1.13.2
I apologize for basically abandoning this thread. I figured out that the issue is indeed
MC-3643and this should be marked a duplicate of it.I'm getting something that looks like this bug in a 1.13.2 Java multiplayer server.
I'm getting lighting bugs that are either this or
MC-80966in a 1.13.2 Java multiplayer server.Here's what's happening in 1.13.2. The torch one is happening at a chunk boundary.
Here's the lighting bugs I'm getting in 1.13.2. The first two look like the others I'm seeing on this page, and the other two seem more like
MC-80966(the torch one happens at a chunk boundary).This ticket's last fix version is for a 1.13 snapshot, so if the bug I'm seeing is indeed this issue instead of
MC-80966, it would be great if it could be reopened and confirmed for 1.13.2.This is happening to me very severely on a 1.13.2 server. Dropped items from broken blocks are invisible VERY often. It's especially annoying when collecting resources from the ocean floor, I have to blindly swim around all over the place to make sure I've collected everything.
I've also had instances of rideable mobs going invisible after dismounting until I relog onto the server. Not sure if that's related or not.
Thanks for the info. I'm rather clumsy with snapshot names and didn't realize it was fixed for 1.14.
Currently uploading a YouTube video, will attach soon.
EDIT: Here's the video: https://www.youtube.com/watch?v=5gcZIO6C74k
I agree this is a duplicate of
MC-131021Video recording of water and top-half slab bug: https://www.youtube.com/watch?v=5gcZIO6C74k
1.13.2. This is a huge issue especially when trying to get off a ladder onto a platform. Even if the ladder goes up a 1x1 hole, pressing space once (for example, when trying to get off the ladder) causes me to rapidly shoot downwards uncontrollably and unstoppably and take a lot of damage.
Tried it myself, not happening.
Not only is my player halfway off the bed, but sometimes one of the arms will be stuck sticking up at an odd angle, like it was frozen in the middle of the walking/sprinting animation.
It's pretty well known that 1.14 currently has issues with being slow. It takes a while for things to load on my own computer. Chances are this isn't a bug, just your computer having trouble handling the processing.
This is
MC-148860